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Log for #openttd on 25th February 2025:
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00:15:18  <peter1138> badgeception: a badge that chsnges appearance based on other badges assigned to the item.
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02:28:19  <florafex> frosch123: i still see that occasionally to this day :p
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04:43:14  <DorpsGek> [OpenTTD/OpenTTD] eints-sync[bot] pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/02a1f59a6c144aeb2ab95b39615244a64f1b6096
04:43:15  <DorpsGek>   - Update: Translations from eints (by translators)
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05:40:20  <DorpsGek> [OpenTTD/OpenTTD] WenSimEHRP left a comment on commit: Update: Translations from eints https://github.com/OpenTTD/OpenTTD/commit/02a1f59a6c144aeb2ab95b39615244a64f1b6096#r152960897
06:04:23  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #13658: Codefix b2c5712: [Script] Squirrel::GetRealInstance doesn't work with negative index https://github.com/OpenTTD/OpenTTD/pull/13658#pullrequestreview-2639505675
06:08:05  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #13659: Change: Show underlying type of clear snow tile. https://github.com/OpenTTD/OpenTTD/pull/13659#pullrequestreview-2639523618
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07:29:24  <andythenorth> ooof coffeee
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08:22:51  <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #13659: Change: Show underlying type of clear snow tile. https://github.com/OpenTTD/OpenTTD/pull/13659
08:23:14  <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #13627: Add: Snow-covered rocks are now visible. https://github.com/OpenTTD/OpenTTD/pull/13627
08:34:51  <peter1138> Hmm, {BADGE} string command?
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08:35:25  <peter1138> Might be a pain for layouters.
08:36:09  <peter1138> Well.
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09:04:19  <andythenorth> does it show the sprite or the string? πŸ‘€
09:11:40  <peter1138> Yeah, that was something I was thinking after.
09:12:03  <peter1138> {BADGE_ICON} and {BADGE_NAME}
09:12:12  <peter1138> {BADGE_NAME} would even be easy.
09:12:33  <peter1138> {BADGE_ICON} less so :)
09:13:18  <peter1138> Needs a way to inject a sprite ID into the string.
09:16:06  <peter1138> Strings are utf-8 internally, so it would need to be valid utf-8 value. There are 2 private use areas but only 65534 IDs in each.
09:19:20  <peter1138> We can break the spec and use a non-utf16 compatible plane, because the layouters need utf-16 internally. (Yeah, we do conversion.)
09:19:32  <peter1138> *We can't break...
09:19:37  <peter1138> FFS.
09:20:24  <andythenorth> injecting arbitrary sprites to strings via badges eh? πŸ™‚
09:20:34  <peter1138> Quite.
09:20:39  <andythenorth> βœ…
09:21:06  <andythenorth> so my nukes GS could have a body count?
09:21:10  <andythenorth> "grim"
09:23:11  <peter1138> If you go with "only inject badge sprites" then encoding a badge id is simpler as there are less of them.
09:23:54  <peter1138> Doesn't the story book have some sprite features?
09:24:38  <peter1138> Ah, I guess only 4 pre-defined sprites that aren't reference by id.
09:24:58  <peter1138> But story book pages are not town/industry extra text.
09:26:15  <andythenorth> the story book is not a thing we talk about πŸ˜›
09:26:32  <andythenorth> some people have been naughty with it
09:26:47  <peter1138> Making admin intefaces?
09:28:53  <andythenorth> and crude debugger
09:28:58  <andythenorth> 'too many strings'
09:31:31  <peter1138> Badges give you a whole new way to add strings...
09:32:19  <peter1138> {BADGE_NAME} could be weird with languages.
09:32:56  <peter1138> I hate it when my CI segfaults :S
09:41:34  <xarick> hi
09:46:35  <xarick> desert-covered rocks next?
09:58:45  <wensimehrp> peter1138: I do have a question for badges in strings though.
09:58:45  <wensimehrp> Currently the game displays cargo icons and some other icons beside text. For example when a vehicle is lost in the vehicle window there would be a triangle warning icon drawn beside the text. For me it would make sense if those icons (and cargo icons) can be accessed via the badge string command. I tried defining a new badge item that uses default graphics though (I think it was 5021 or
09:58:45  <wensimehrp> something? The town rating one) and unfortunately it didn't work.
10:08:21  <andythenorth> we could sub out all the cargo icons to badges?
10:08:37  <andythenorth> I could convert FIRS 5 to that, it's still only beta
10:12:06  <peter1138> Action 3/2/1 chains cannot access sprites outside of the Action 1 spriteset.
10:13:23  <peter1138> Additionally those cargo icons next to text are programmatically displayed as sprites, with the text drawn next to them. They are not drawn as some combined string with icon+text embedded in it.
10:16:26  <peter1138> While automatically creating badges from cargos might be possible, I'm not sure what for.
10:22:01  <peter1138> Hmm, pondering different mastodon servers.
11:09:02  <xarick> no AI can reach 5000 trains * 15
11:09:14  <xarick> still hoping for that day to come
11:28:22  <xarick> oh, aaahogex has japanense comments πŸ™‚
11:28:49  <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1343907552626212954/image.png?ex=67befaf1&is=67bda971&hm=74c819867ee570c00dd029d234c28d0738369868b3755f8483bb156aee3d4400&
11:28:49  <xarick> is that
11:32:37  <xarick> so, i'm trying to identify why Hog ends up in an infinite loop
11:33:04  <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1343908622413070356/Unnamed_2063-12-141.png?ex=67befbf0&is=67bdaa70&hm=bc4bab319ddfdae5bce2b44a80f8a1f797accefa16e38530f165c41055fe8ccc&
11:35:28  <peter1138> How does an AI know what cargoes to transport between towns?
11:35:55  <peter1138> Do they built stations near towns and go by the acceptance of the stations.
11:36:03  <peter1138> Or do they perhaps just assuming passengers and mail.
11:36:08  <peter1138> *assume
11:36:27  <xarick> my AI assumed
11:36:51  <xarick> bad idea as it turns out mail might not even exist
11:37:27  <peter1138> Correct.
11:37:45  <peter1138> Houses can produce other cargo types.
11:37:59  <peter1138> But that might be a bit too vague.
11:38:54  <peter1138> Just wondering if there should be a way to list the town production cargoes.
11:39:25  <peter1138> Possibly just a combined list of town_production_cargoes[TPE_PASSENGER] and [TPE_MAIL].
11:39:40  <peter1138> These are global, not per town.
11:40:05  <peter1138> You can get the specific info from a station though, of course.
11:46:07  <peter1138> Hmm, can script lists be strings?
11:46:27  <peter1138> Eh, can script list items be strings.
11:47:27  <xarick> no, only integer
11:47:41  <xarick> items and value, both integer
11:47:43  <andythenorth> squirrel lists, or the fancy valuatable lists?
11:47:55  <peter1138> I don't know what the difference is.
11:48:39  <andythenorth> squirrel lists are just arrays, with arbitrary contents
11:48:59  <andythenorth> OpenTTD script API has a <AI/GS>List class
11:49:12  <andythenorth> which I am not qualified to explain πŸ˜›
11:50:04  <peter1138> Basically... get an AIEngineList, and filter by badge?
11:50:18  <xarick> I used some kind of wrap to convert GSText
11:50:25  <xarick> so i could save the data
11:51:00  <xarick> ah, not sure what badge is?
11:51:11  <peter1138> Nobody is.
11:51:12  <xarick> a string?
11:51:20  <peter1138> Badge labels are strings.
11:51:37  <peter1138> They have an index internally, but...
11:52:01  <peter1138> Index may change between save/load, so you can't save it.
11:52:16  <peter1138> (Maybe not a massive problem)
11:52:31  <xarick> hmm, there's a function that lets us get the error string
11:52:39  <xarick> GSError.GetLastErrorString
11:53:36  <peter1138> var restaurant = AIBadge::Something("role/restaurant_car");
11:53:37  <_glx_> Can't put badge in list, but an HasBadge valuator should work
11:54:58  <_glx_> Will put 0/1 as value
11:55:07  <peter1138> Not sure how valuators work internally, but it would want to only look up the badgeid once.
11:55:22  <peter1138> Otherwise it has to search all the badges for name for every item in the list.
11:57:25  <_glx_> The function could do some internal caching, storing both badge string and value, and only lookup if string changes
12:03:28  <xarick> hogai puts the main constructor function in the middle of other functions... strange style
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12:03:57  <efessel> Good morning! Just curious if there's an idea when 15 could release?   I was planning some community server infra updates to coincide with the release
12:05:36  <LordAro> "when it's done"
12:05:37  <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1343916812491817041/image.png?ex=67bf0390&is=67bdb210&hm=816537b898966f3423698d11ca0fcb551ef34869cee43e112668587aec49f9d4&
12:05:37  <xarick> funny
12:05:40  <LordAro> "probably April"
12:05:48  <xarick> does this answer peter's question
12:06:02  <efessel> LordAro - probably april is perfect thanks
12:06:20  <peter1138> No.
12:07:47  <xarick> `dayLengthFactor = "GetDayLengthFactor" in AIDate ? AIDate.GetDayLengthFactor() : 1;` this doesn't exist...
12:07:59  <peter1138> Probably JGRPP
12:08:10  <xarick> oh, interesting
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12:13:37  <DorpsGek> [OpenTTD/OpenTTD] glx22 merged pull request #13658: Codefix b2c5712: [Script] Squirrel::GetRealInstance doesn't work with negative index https://github.com/OpenTTD/OpenTTD/pull/13658
12:15:22  <peter1138> H
12:15:24  <peter1138> Hmm.
12:15:50  <peter1138> What about... separate window for user badge configuration.
12:24:38  <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1343921600944279633/image.png?ex=67bf0806&is=67bdb686&hm=ed41257ff00427557053c035f5bd310d5d91972f60992da5cb20a24ff6940c21&
12:24:38  <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1343921601174962266/image.png?ex=67bf0806&is=67bdb686&hm=2515487816251974115e308eb0370cba241c854b6e3a5adb342b7ce07b5d4dc7&
12:24:38  <xarick> lol
12:24:50  <xarick> he knew already what could happen, and still commented it out
12:36:57  * peter1138 closes an issue again.
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13:12:27  <xarick> hmm
13:12:50  <xarick> testing 13556 again
13:13:07  <xarick> sort order is still incorrect
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13:25:33  <Artea> found sorta a glitch
13:26:20  <Artea> I made bus and mail trucks in "January" yesterday
13:26:26  <Artea> and now connected
13:26:45  <Artea> and did 4 new ones and they were considered #1 to #4
13:27:21  <Artea> on "my info" says 7 road vehicles
13:27:34  <Artea> and just found #10 from yesterday
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13:29:12  <Artea> some vanish
13:29:16  <Artea> but not all
13:30:24  <peter1138> Have you consider using the vehicle list, instead of having to "find" vehicles?
13:30:50  <Artea> I'm figuring out what I need to check
13:31:22  <peter1138> Depends what you think your problem is.
13:31:48  <peter1138> Sounds like you are suggesting that vehicles are vanishing, but you haven't really said as much.
13:31:50  <Artea> hard to understand what happened in 14h
13:32:08  <Artea> finding odd
13:32:18  <Artea> why is #1 and #10 active
13:32:26  <Artea> and not others
13:32:43  <Artea> and when I made new ones got #1 instead of continuing
13:33:02  <peter1138> Unit numbers start at the first unused number.
13:33:17  <Artea> http://twitch.artea.pt
13:33:20  <Artea> check it for yourself
13:33:24  <Artea> there is 2 #1
13:34:00  <Artea> or not, but still, is because they had accidents or not renewed ?
13:34:42  <peter1138> What is the problem?
13:34:55  <Artea> nothing
13:35:02  <Artea> perhaps they had some crash
13:35:49  <peter1138> Road vehicles can be crashed by trains on level crossings, by flooding (rare without user interaction), or by the small UFO disaster.
13:36:55  <peter1138> But presumably you remember who many you built in the first place...
13:37:03  <Artea> roads don't cross the rails
13:37:21  <Artea> I only did 1 train to city to city
13:37:39  <Artea> and a 2 or 3 bus / mail truck to do small paths
13:38:05  <Artea> coal to power plant had 2
13:38:21  <Artea> which the time didn't had city around it
13:39:37  <DorpsGek> [OpenTTD/OpenTTD] KogentaSan left a comment on commit: Update: Translations from eints https://github.com/OpenTTD/OpenTTD/commit/02a1f59a6c144aeb2ab95b39615244a64f1b6096#r152976989
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13:45:46  <Artea> not sure what happened but to me is very odd
13:45:54  <Artea> a total new to me
13:54:19  <Artea> oh well, not that big of deal
13:54:29  <Artea> Thanks anyway for inform me, peter1138
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14:30:26  <peter1138> Hmm, just found a Celeron on the floor. As you do.
14:32:36  <Rubidium_> that'd be the tier I would expect to be on the floor
14:33:34  <xarick> how do i see what's in the stack
14:33:49  <xarick> 13556
14:34:04  <xarick> something's not saving
14:35:02  <xarick> i mean, it seems it's saving it, but apparently it is either overwritten, or forgotten, I can't quite tell
14:35:11  <xarick> some step might be missing
14:35:32  <xarick> the sorter type
14:37:28  <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1343955026736975934/image.png?ex=67bf2727&is=67bdd5a7&hm=426a067bd873123039582660c1a2a60d31b534046160b26b0e4f7adfc0c8448c&
14:37:28  <xarick> sorter_type is 0, seems to behave as key
14:37:55  <xarick> then there's also another 0 in the actual list as key
14:38:14  <xarick> is it overwritting?
14:41:28  <_glx_> Oh could be the issue indeed
14:41:45  <_glx_> I'll do it differently
14:42:43  <_glx_> Maybe enclosing in an array, or invert so the key is a bool
14:42:53  <_glx_> But array feels cleaner
14:46:14  <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #13556: Add: [Script] Framework for loading/saving selected ScriptObject https://github.com/OpenTTD/OpenTTD/pull/13556#pullrequestreview-2641358276
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16:34:27  <xarick> sad... <https://www.youtube.com/watch?v=u64HYDB-LG0>
17:30:48  <andythenorth> was it lunch?
17:35:27  <Rubidium_> yes, it has been
17:55:50  <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1344004949985722378/image.png?ex=67bf55a6&is=67be0426&hm=6b5e40d97de1adc1e4dbeefab48adf86d2d201fa509c35568b4424942b3feba7&
17:55:50  <xarick> trains only
17:56:02  <xarick> but it's not 5000
17:56:25  <truebrain> iek, a _ is chasing Rubidium around. Scary.
18:11:51  <xarick> I don't know wether AAAHogEx infinite loop is actually infinite
18:12:20  <xarick> or if it actually had so many route plans it reached the limit of squirrel
18:12:48  <xarick> I don't know how this AI works
18:13:36  <xarick> maybe it doesn't understand ECS completely? I dunno, it was a bad idea of me to test ECS
18:13:52  <peter1138> Nobody understands ECS.
18:15:01  <_glx_> acceptance "randomly" changes with ECS
18:15:27  <xarick> "Search routePlan to meet the demand for the srcPlace recursivly."
18:15:39  <xarick> so it's recursively...
18:16:40  <xarick> I see hints about "Circular reference"
18:17:33  <xarick> anyway, the faulty function is somewhere around `DoRoutePlan`
18:47:02  <DorpsGek> [OpenTTD/OpenTTD] glx22 updated pull request #13556: Add: [Script] Framework for loading/saving selected ScriptObject https://github.com/OpenTTD/OpenTTD/pull/13556
18:47:18  <_glx_> now sort type and order should be correct
18:58:39  <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1344020757037977680/image.png?ex=67bf645f&is=67be12df&hm=75e3e5f7d574cacc44f1cef06b0e4d24e7e8d6fec68ed82518457362c43ecb34&
18:58:39  <xarick> what can I make of this?
18:59:21  <xarick> so there's two ways for it to get stuck in the loop
18:59:28  <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #13556: Add: [Script] Framework for loading/saving selected ScriptObject https://github.com/OpenTTD/OpenTTD/pull/13556#pullrequestreview-2642133400
19:07:09  <peter1138> Hmm, I need a per-tile type function. Should I make a big switch, or should I add it to TileTypeProcs?
19:12:30  <andythenorth> is your branched named '1kb-persistent-storage-per-tile-yolo'?
19:19:18  <Rubidium_> how tile specific is it?
19:21:46  <peter1138> One each for rail, road, town, station, industry, tunnel/bridge and objects.
19:28:56  <peter1138> Hm.
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19:36:38  <peter1138> Hmm, giant switch avoids need for doxygen :p
19:41:51  <talltyler> Until CodeQL complains πŸ˜›
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19:43:16  <andythenorth> what could we replace Squirrel 2 with?
19:43:23  <andythenorth> ~everyone seems to be Lua?
19:48:39  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #13594: Add: Variable to test how many vehicles in a chain contain a specific badge. https://github.com/OpenTTD/OpenTTD/pull/13594#pullrequestreview-2642286847
19:49:08  <peter1138> talltyler, true :D
19:53:19  <peter1138> How much work is it to set a temp register?
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19:54:46  <peter1138> And does NML have enough brains to not repeatedly set a temp register to the same thing...
20:15:40  <frosch123> andythenorth: SPy compiles to wasm
20:16:25  <andythenorth> this one? https://github.com/spylang/spy
20:17:27  <frosch123> Yes, though it's not production ready yet
20:17:37  <andythenorth> ideal
20:17:41  <andythenorth> neither is squirrel 2 πŸ™‚
20:18:25  <frosch123> There is an example folder to look at
20:18:47  <peter1138> Compiling it wasm is not very useful at the moment.
20:18:52  <peter1138> -it+to
20:21:37  <andythenorth> what would be the most interesting thing to do? πŸ‘€
20:23:32  <frosch123> Dinner?
20:25:31  <truebrain> frosch123: https://github.com/spylang/spy/blob/main/examples/hello.spy#L1
20:25:31  <truebrain> Am I the only one that is a bit scared about that `#!`? That `!` feels out of place πŸ˜›
20:26:47  <frosch123> Probably emacs crap
20:27:08  <truebrain> without the `!` I know it
20:27:11  <truebrain> but now it is a shebang
20:27:11  <truebrain> weird
20:28:01  <truebrain> lol, other files have it without `!`
20:28:06  <truebrain> okay, going to do something else now πŸ˜›
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20:34:50  <peter1138> So should I have a feature include or a feature exclude?
20:35:02  <peter1138> Or neither, I suppose...
20:35:29  <peter1138> Context, a variable to test if the tile at dx,dy contains a specific badge.
20:35:57  <peter1138> House tile. Industry tile. Who knows, most likely the NewGRF does not.
20:37:28  <peter1138> I could limit it so that house tiles can only test for badges of houses...
20:38:29  <talltyler> I can see a usecase for houses querying industries, like a mansion could ask β€œis this too polluting for me to spawn near?”
20:38:32  <frosch123> Fences could check for residential/commercial/industrial tiles
20:40:14  <peter1138> Yes... but I'm not side-questing on to implementing NewGRF fences yet :)
20:40:28  <peter1138> talltyler, exactly.
20:43:13  <peter1138> If it's include, then everyone using the variable needs to set a specific set of features they care about. Not too bad.
20:43:23  <peter1138> If it's exclude, then if they don't it just tests everything.
20:43:55  <peter1138> Include might be better for performance as then it won't be needlessly checking the badges on a station, for instance...
20:44:59  <peter1138> Always restricting to specific features means we limit cross-"communication", potentially obstructing ideas.
20:45:25  <peter1138> I have not added this variable to vehicles ;D
20:46:52  <peter1138> (Could be funny though.)
20:53:22  <frosch123> Trains testing for railtype badge?
20:53:30  <andythenorth> snowploughs that plough snow
20:53:52  <peter1138> :o
20:54:17  <frosch123> Tiles with "snowy" badge?
20:55:16  <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #13594: Add: Variable to test how many vehicles in a chain contain a specific badge. https://github.com/OpenTTD/OpenTTD/pull/13594
21:02:32  <xarick> nice, it's working!
21:02:41  <xarick> #13556
21:03:44  <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1344052234522198118/image.png?ex=67bf81af&is=67be302f&hm=71ce307c35a57fc495e5f6025433473669e86295cca47d8565f23489c772f94e&
21:03:44  <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1344052234777788436/image.png?ex=67bf81b0&is=67be3030&hm=350cb9e512ffe4d12bd7a182155cf0af55c50c5f324e6f1220c087e45de6eaac&
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21:06:19  <DorpsGek> [OpenTTD/OpenTTD] glx22 opened pull request #13660: Cleanup: [Script] Remove some dead code https://github.com/OpenTTD/OpenTTD/pull/13660
21:07:59  <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #13661: Add: Variable to test for a badge on a nearby tile. https://github.com/OpenTTD/OpenTTD/pull/13661
21:08:44  <peter1138> Getting drafty in there.
21:14:51  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #13556: Add: [Script] Framework for loading/saving selected ScriptObject https://github.com/OpenTTD/OpenTTD/pull/13556#pullrequestreview-2642476214
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21:54:49  <xarick> some this-> missing in ai_gui, game_gui and script_gui
22:05:55  <DorpsGek> [OpenTTD/OpenTTD] glx22 dismissed a review for pull request #13556: Add: [Script] Framework for loading/saving selected ScriptObject https://github.com/OpenTTD/OpenTTD/pull/13556#pullrequestreview-2642476214
22:05:58  <DorpsGek> [OpenTTD/OpenTTD] glx22 updated pull request #13556: Add: [Script] Framework for loading/saving selected ScriptObject https://github.com/OpenTTD/OpenTTD/pull/13556
22:08:06  <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #13556: Add: [Script] Framework for loading/saving selected ScriptObject https://github.com/OpenTTD/OpenTTD/pull/13556#issuecomment-2683404705
22:08:32  <peter1138> Hmm.
22:11:24  <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #13662: Codechange: Use parameterised GetString() for goal, league and story windows. https://github.com/OpenTTD/OpenTTD/pull/13662
22:14:40  <DorpsGek> [OpenTTD/OpenTTD] James103 commented on pull request #13556: Add: [Script] Framework for loading/saving selected ScriptObject https://github.com/OpenTTD/OpenTTD/pull/13556#pullrequestreview-2642588144
22:17:12  <DorpsGek> [OpenTTD/OpenTTD] glx22 updated pull request #13556: Add: [Script] Framework for loading/saving selected ScriptObject https://github.com/OpenTTD/OpenTTD/pull/13556
22:22:15  <xarick> glx, have you crash tested the loading part?
22:23:02  <xarick> actually trigger a throw/catch
22:27:39  <_glx_> I tested with a GS, it saves 2 tables
22:29:03  <_glx_> it properly failed to load data from previous format
22:30:56  <_glx_> are you trying to load a save from a previous version of the PR ?
22:35:59  <peter1138[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1344075448841142382/image.png?ex=67bf974e&is=67be45ce&hm=a6056fa7e11e9f87634ee76ebeb0e428b8e7ed328a155d2b42be3ee99a9e3f74&
22:35:59  <peter1138[d]> Something tells me I need reinforcements...
22:36:36  <_glx_> if so it's expected to get `Loading failed: Failed to load '[AI/GS][Tile]List'`
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22:47:50  <DorpsGek> [OpenTTD/OpenTTD] glx22 updated pull request #13556: Add: [Script] Framework for loading/saving selected ScriptObject https://github.com/OpenTTD/OpenTTD/pull/13556
22:54:14  <DorpsGek> [OpenTTD/OpenTTD] glx22 approved pull request #13662: Codechange: Use parameterised GetString() for goal, league and story windows. https://github.com/OpenTTD/OpenTTD/pull/13662#pullrequestreview-2642646091
22:55:10  <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #13662: Codechange: Use parameterised GetString() for goal, league and story windows. https://github.com/OpenTTD/OpenTTD/pull/13662
22:55:28  <peter1138> Oof, didn't realise it was that recent.
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23:00:45  <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #13640: Codechange: remove C-style memory management from pools https://github.com/OpenTTD/OpenTTD/pull/13640#issuecomment-2683483249
23:09:53  <peter1138> Hmm, the script metadata strings GetName(), GetShortName() etc... they are only raw strings, right?
23:10:04  <peter1138> Or are they GSText?
23:10:33  <frosch123> Yes, raw
23:11:00  <frosch123> There is no AIText after all
23:11:02  <peter1138> Wondering if we ever/ever need to StrMakeValid() them.
23:11:09  <peter1138> Hmm, fair.
23:12:03  <frosch123> They are used in openttd.cfg, so newline etc would cause trouble
23:13:23  <frosch123> Is "ini config injection" a popular exploit?
23:14:55  <_glx_> there's some validation about GetShortName length (needs to be 4)
23:18:46  <peter1138> Basically it means I can pass them directly to DrawString(..., x) instead of via GetString(STR_JUST_RAW_STRING, x)
23:21:41  <_glx_> oh `Squirrel::CallStringMethod` does `    *res = StrMakeValid(ObjectToString(&ret));`
23:21:46  <_glx_> so you're safe
23:31:23  <xarick> I'm off to bed
23:31:47  <xarick> someone wishing to do a pr with this?<https://github.com/OpenTTD/OpenTTD/compare/master...SamuXarick:OpenTTD:ai/gs/script-missing-this-->
23:31:51  <xarick> go ahead
23:44:47  <peter1138> Urgh. String consumption.
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